The honor initiative: Second step.

Aptest·12/1/2016, 8:31:33 AM·1 votes·246 views

Dear forum dwellers and rioters,

A long time ago, the honor initiative was developed as a way of giving positive feedback to players. While this is a good feature, it has a single flaw - there is no incentive for players to aspire to gain honor.

I propose, that gaining honor will be rewarded with a set of special consumables that will affect game-play during pick/ban phase. The consumables will be purcahsed with honor points, and getting them will deplete the honor point of the purcahser. They are also tied to the specific honor that the player has received. The impact of said consumables will be overall small because they will be gated by how much honor can be attained in the game.

The counter point to the argument that In some cases these will cause some toxicity in the game, is that only the truly positive players get to use these consumables. This is completely gated by being positive in the game, and therefore there are material benefits, although sparse and well spaced, to being a positive player. The negative impact of using these will be more than negated by the positivity put into the system by players attempting to farm these buffs.

Here are my proposed list of consumables:

Teamwork consumable: Force of will: Manager's hand. Switch the pick order of two players on your team. To be used before banning phase starts.

Friendly consumable: Greener on the other side. May be consumed to skip queue dodge penalty once.

Helpful consumable: Objection! Veto a ban, replace with your own ban.

Honorable Opponent: Im out'a here, fools! force the outcome of a surrender vote.

Well? what do you think? the core idea is this: truly positive players get to troll their team mates a little bit and have their way. But to gain that, you have to be positive across a lot of games.

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